﻿/*
* Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com
*
* This software is provided 'as-is', without any express or implied
* warranty.  In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/

package Box2D.Dynamics{


import Box2D.Dynamics.*;
import Box2D.Dynamics.Joints.*;
import Box2D.Dynamics.Contacts.*;
import Box2D.Collision.*;
import Box2D.Collision.Shapes.*;
import Box2D.Common.b2Settings;
import Box2D.Common.Math.*;


/// A body definition holds all the data needed to construct a rigid body.
/// You can safely re-use body definitions.
public class b2BodyDef
{
   /// This constructor sets the body definition default values.
   public function b2BodyDef()
   {
      massData.center.SetZero();
      massData.mass = 0.0;
      massData.I = 0.0;
      userData = null;
      position.Set(0.0, 0.0);
      angle = 0.0;
      linearDamping = 0.0;
      angularDamping = 0.0;
      allowSleep = true;
      isSleeping = false;
      fixedRotation = false;
      isBullet = false;
   }

   /// You can use this to initialized the mass properties of the body.
   /// If you prefer, you can set the mass properties after the shapes
   /// have been added using b2Body::SetMassFromShapes.
   public var massData:b2MassData = new b2MassData();

   /// Use this to store application specific body data.
   public var userData:*;

   /// The world position of the body. Avoid creating bodies at the origin
   /// since this can lead to many overlapping shapes.
   public var position:b2Vec2 = new b2Vec2();

   /// The world angle of the body in radians.
   public var angle:Number;

   /// Linear damping is use to reduce the linear velocity. The damping parameter
   /// can be larger than 1.0f but the damping effect becomes sensitive to the
   /// time step when the damping parameter is large.
   public var linearDamping:Number;

   /// Angular damping is use to reduce the angular velocity. The damping parameter
   /// can be larger than 1.0f but the damping effect becomes sensitive to the
   /// time step when the damping parameter is large.
   public var angularDamping:Number;

   /// Set this flag to false if this body should never fall asleep. Note that
   /// this increases CPU usage.
   public var allowSleep:Boolean;

   /// Is this body initially sleeping?
   public var isSleeping:Boolean;

   /// Should this body be prevented from rotating? Useful for characters.
   public var fixedRotation:Boolean;

   /// Is this a fast moving body that should be prevented from tunneling through
   /// other moving bodies? Note that all bodies are prevented from tunneling through
   /// static bodies.
   /// @warning You should use this flag sparingly since it increases processing time.
   public var isBullet:Boolean;
};


}